Expand and stage boss encounter

This commit is contained in:
Loïc Wisniewski 2026-09-03 22:00:26 +02:00
commit 66b314f51a
17 changed files with 485 additions and 64 deletions

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@ -0,0 +1,25 @@
extends Node2D
# Stable portrait view of #189's pre-fight state: the landed fleet is still
# below the unseen Warden, combat HUD is absent, and only the edge indicator
# gives away what is pulling the fleet upward.
func _ready() -> void:
GameState.reset_new_game()
GameState.intro_active = false
GameState.reset_quests(false)
GameState.planet_name = "Many-Eyed Deep"
GameState.planet_id = "preview:boss:approach"
GameState.planet_definition_id = "boss"
GameState.surviving_ship_count = 3
GameState.surviving_vessel_types = PackedStringArray([
GameState.VESSEL_INTERCEPTOR,
GameState.VESSEL_GAS_BOMBER,
GameState.VESSEL_LASER,
])
var surface: Node = load("res://surface/PlanetSurface.tscn").instantiate()
add_child(surface)
surface.get_node("FadeOverlay/FadeRect").visible = false
# Four screenshot frames are nowhere near enough for the automatic
# approach to cover 950 world units, so the signal remains off-screen.

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@ -0,0 +1 @@
uid://c50xlb8b4u84r

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/_boss_approach_preview.gd" id="1"]
[node name="BossApproachPreview" type="Node2D"]
script = ExtResource("1")

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@ -33,6 +33,11 @@ func _process(_delta: float) -> void:
laid_out = true
var encounter: Node = surface.get_node("SurfaceFeatures/BossEncounter")
var boss: Node2D = encounter.get_node("Boss")
encounter.begin_reveal()
encounter._process(encounter.REVEAL_SECONDS + 0.1)
var fleet: Node2D = surface.get_node("Fleet")
fleet.teleport_to(boss.global_position + Vector2(0.0, 780.0))
surface.get_node("Camera2D").global_position = fleet.get_centroid()
boss.wave_timer = 999.0
boss.laser_timer = 999.0
for i in range(3):
@ -44,6 +49,8 @@ func _process(_delta: float) -> void:
boss.open_next_eye()
boss.spawn_wave()
for minion in get_tree().get_nodes_in_group("boss_minions"):
# Let the authored expulsion fan complete before freezing the gallery.
minion._physics_process(0.65)
minion.speed = 0.0
minion.acceleration = 0.0
boss.laser_charge_time = 999.0

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@ -8,12 +8,13 @@ extends SceneTree
# scripted profile is excluded from the map editor
# B. landing composes BossEncounter instead of a PlanetSetup and does not
# mark the world conquered for free
# C. phase one spawns an octopus wave with exactly one marked hatchling
# D. killing the marked hatchling sends a visible return to the boss and
# C. the off-screen approach locks movement and reveals with its own cue
# D. waves are larger, expelled outward, varied, and golden only 1/3 times
# E. killing the marked hatchling sends a visible return to the boss and
# opens an attackable tentacle eye
# E. three destroyed eyes start the three-lane laser phase
# F. destroying every eye defeats the boss, persists conquest, and a second
# landing does not resurrect it
# F. three destroyed eyes start the three-lane laser phase
# G. eyes expose a separate core; destroying it persists conquest, and a
# second landing does not resurrect the boss
const COMBAT_TARGET = preload("res://core/CombatTarget.gd")
const BOSS_SCRIPT = preload("res://boss/OctopusBoss.gd")
@ -110,6 +111,37 @@ func _process(delta: float) -> bool:
if surface.get_node("UI/CaptureLabel").visible:
return _fail("ordinary capture-point status is visible during the boss encounter")
boss = encounter.get_node("Boss")
if not (boss is Area2D) or boss.get_node_or_null("CoreCollision") == null:
return _fail("the boss core has no projectile collision target")
if boss.position.y > -2400.0 or boss.scale.x < 2.7:
return _fail("the boss is not far above the landing point and at least twice its old size")
if encounter.health_bar.visible or encounter.status_label.visible:
return _fail("boss combat UI is visible before the boss enters view")
if not encounter.indicator.visible or not encounter.indicator_label.visible:
return _fail("the off-screen boss has no directional border indicator")
if not state.encounter_locks_movement or boss.combat_active:
return _fail("the approach did not take temporary control or already started combat")
# Put the camera where the automatic approach eventually carries it;
# the encounter itself must detect the boss crossing into view.
surface.get_node("Camera2D").global_position = boss.global_position + Vector2(0.0, 1000.0)
encounter._process(0.0)
if not encounter.reveal_started:
return _fail("bringing the boss into view did not trigger its reveal")
if not encounter.health_bar.visible or encounter.indicator.visible:
return _fail("the reveal did not exchange the indicator for the health UI")
var scream_heard: bool = false
var sfx_pool: Node = root.get_node_or_null(Sfx.NODE_NAME)
if sfx_pool != null:
for voice in sfx_pool.get_children():
if voice.stream != null and voice.stream.resource_path.ends_with("sfx_boss_scream.wav"):
scream_heard = true
if not scream_heard:
return _fail("the on-screen reveal played no boss scream")
encounter._process(encounter.REVEAL_SECONDS + 0.1)
if not encounter.encounter_active or not boss.combat_active \
or state.encounter_locks_movement:
return _fail("the reveal did not start combat and return fleet control")
print("off-screen signal led into a roar, shake, health reveal and player control")
boss.wave_timer = 999.0
boss.laser_timer = 999.0
var health_bar: ProgressBar = encounter.get_node("EncounterUI/HealthBar")
@ -123,14 +155,17 @@ func _process(delta: float) -> bool:
if eye.opened or eye.is_in_group(COMBAT_TARGET.GROUP):
return _fail("a tentacle eye starts open and attackable")
# --- C. phase-one wave ----------------------------------------
# --- D. larger, varied, one-in-three waves --------------------
boss.spawn_wave()
var minions: Array = get_nodes_in_group("boss_minions")
if minions.size() != boss.minions_per_wave:
return _fail("phase one spawned %d hatchlings, expected %d" \
% [minions.size(), boss.minions_per_wave])
var marked: Node = null
var dashers: int = 0
for minion in minions:
if minion.uses_dash_pattern:
dashers += 1
if minion.marked:
if marked != null:
return _fail("one wave contains more than one marked hatchling")
@ -139,6 +174,25 @@ func _process(delta: float) -> bool:
minion.take_damage(999)
if marked == null:
return _fail("phase-one wave has no marked hatchling")
if minions.size() < 7 or dashers < 2:
return _fail("the boss wave is not larger and behaviorally mixed")
var launch_distance: float = marked.global_position.distance_to(boss.global_position)
var launch_velocity: Vector2 = marked.velocity
if launch_distance <= boss.BODY_RADIUS * boss.scale.x \
or launch_velocity.dot(marked.global_position - boss.global_position) <= 0.0:
return _fail("a hatchling was not expelled outward from the boss")
marked._physics_process(0.4)
if marked.global_position.distance_to(boss.global_position) <= launch_distance + 100.0:
return _fail("the outward launch did not spread a hatchling before it targeted the fleet")
marked._physics_process(1.0)
marked.dash_cooldown = 0.0
marked._physics_process(0.01)
if marked.motion != marked.Motion.BRAKING:
return _fail("a dash-pattern hatchling never stops before lunging")
marked._physics_process(marked.BRAKE_SECONDS + 0.01)
marked._physics_process(0.2)
if marked.motion != marked.Motion.DASHING or marked.velocity.length() <= marked.speed:
return _fail("a stopped hatchling did not accelerate into its random dash")
if marked.max_hp < 5:
return _fail("boss hatchlings still have only %d health" % marked.max_hp)
marked.take_damage(1)
@ -151,7 +205,20 @@ func _process(delta: float) -> bool:
if returns.size() != 1:
return _fail("marked death launched %d returns, expected one" % returns.size())
returns[0].speed = 4000.0
print("phase one spawned a wave; the marked kill returned toward the boss")
for expected_marked in [0, 0, 1]:
boss.spawn_wave()
var spawned: Array = get_nodes_in_group("boss_minions")
var marked_count: int = 0
for minion in spawned:
if minion.is_queued_for_deletion():
continue
if minion.marked:
marked_count += 1
minion.retire()
if marked_count != expected_marked:
return _fail("golden cadence produced %d marked hatchlings, expected %d" \
% [marked_count, expected_marked])
print("larger waves launch outward with dashers; only one of three is golden")
stage = 1
elapsed = 0.0
return false
@ -180,6 +247,8 @@ func _process(delta: float) -> bool:
eye.take_damage(999)
if boss.eyes_destroyed != 1:
return _fail("destroying the first eye did not damage the boss")
if boss.max_health() - boss.current_health() >= boss.max_health() / boss.EYE_COUNT:
return _fail("one eye still removes a full sixth of the total encounter health")
print("return opened a tentacle eye; the eye accepted damage and broke")
_open_return()
stage = 2
@ -224,15 +293,6 @@ func _process(delta: float) -> bool:
return _fail("boss laser extends backwards through its source")
beam.queue_free()
boss.spawn_wave()
var phase_two_minions: Array = get_nodes_in_group("boss_minions")
var phase_two_marked: int = 0
for minion in phase_two_minions:
if minion.marked:
phase_two_marked += 1
minion.retire()
if phase_two_minions.size() != 3 or phase_two_marked != 1:
return _fail("laser phase no longer supplies one marked target to open remaining eyes")
boss.spawn_wave()
boss.spawn_wave()
boss.spawn_wave()
if boss.spawned_minions.size() > boss.MAX_ACTIVE_MINIONS:
@ -242,18 +302,29 @@ func _process(delta: float) -> bool:
minion.retire()
print("three broken eyes started a telegraphed three-lane laser phase")
# --- F. all eyes -> persistent victory ------------------------
# --- G. all eyes -> exposed core -> persistent victory --------
for i in range(3, boss.EYE_COUNT):
boss.eyes[i].open_eye()
boss.eyes[i].take_damage(999)
if boss.phase != BOSS_SCRIPT.Phase.CORE_EXPOSED or not boss.visible:
return _fail("breaking every eye did not expose a still-living core")
if state.is_planet_conquered(state.planet_id):
return _fail("breaking the eyes conquered the planet before the core died")
if not boss.is_in_group(COMBAT_TARGET.GROUP):
return _fail("the exposed core is not an attackable combat target")
var core_before: int = boss.core_health
boss.take_damage(1)
if boss.core_health != core_before - 1 or boss.phase == BOSS_SCRIPT.Phase.DEFEATED:
return _fail("the exposed core did not provide a separate final health pool")
boss.take_damage(999)
if boss.phase != BOSS_SCRIPT.Phase.DEFEATED or boss.visible:
return _fail("breaking every eye did not defeat and hide the boss")
return _fail("destroying the core did not defeat and hide the boss")
if not state.is_planet_conquered(state.planet_id):
return _fail("boss victory did not persist through planet conquest state")
if encounter.health_bar.value != 0 \
or encounter.health_bar.max_value != boss.max_health():
return _fail("boss health bar did not end empty with a stable total")
print("all eyes broken: boss defeated and planet conquest persisted")
print("all eyes exposed a durable core; destroying it persisted planet conquest")
surface.free()
surface = load("res://surface/PlanetSurface.tscn").instantiate()